I've been diving deep into the world of indie games and indie game Dev in general lately, and honestly it's impossible to avoid the Rogue-like sub-genre, there's just so many of them ! and they come in all shapes, sizes and colors, from your typical dungeon crawlers to more creative takes like a freaking poker Rogue-like (balatro) or even a painting Rogue-like (Antipaint), there's dozens upon dozens of Rogue-like Dev logs on YouTube, so it just leaves me wondering...why is there an insane amount of them and why do so many people still make them despite their overabundance ?
I mean is it even a good idea ? Steam has exactly 5846 games tagged as "Rogue-like", so why do so many Devs choose to compete in such a crowded market ? there's so many other genres out there, and yet for some reason people always develop for this one genre (and I guess the Metroidvania genre hehe but that needs it's own post)
are these games just easier and faster to make ? is procedural generation just better for smaller limited budget games ,so the developers could just make less content and let the random nature of the game create more playtime out of the little amount of content ? or does it have nothing to do with efficiency and game Devs just really can't get enough of Rogue-likes XD
and should I consider making one in the future ? I'll either ride the wave of popularity and make a neat twist on the genre, or I'll drown in the ocean with the other 5000 or so Devs who's Roguelike games just weren't unique or solid enough
sorry if it feels like I'm taking a jab at Rogue-like developers, I actually enjoy watching their Dev-logs on YouTube, and also playing Demos of their game if available